He probably healed twice that amount in the time it took for you to do that. Balance.
Not bugged, just designed by idiots.
I donât think you understand the issue, if they donât fix resilient light armour would have to be buffed by a ridiculous amount like 200% damage done to make up for the difference in power between light armour and heavy armour with resil.
Buffing light armour is not a solution to the problem.
Also donât forget to check the 150 Constitution Perk which also lowers crit damage by 10%. It might also be bugged and just reduce all damage.
What if the heavier your armor the less accuracy you have? Instead of a aim fire and forget static reticle create an area of which your projectiles can fire in. The more weight you have the less accuracy and the greater an area your projectiles will shoot in, less weight narrows the reticle. This would give people a reason to use lighter armor that are ranged or a healer since melee doesnât need accuracy.
Just a thought, maybe it can be incorporated into something?
Before you guys touch anything with armor you really need to fix resilience. I suspect this is whatâs causing the issues lol
Heavy armor seems to be too strong because everyone doing PVP know resilient is too strong.
If you simply fix resilience, this is a great increase of damage dealt to any armor amount is increase by more than 50% (considering going for 150 constitution, because lots of stats are available)
With resilience a 100 raw damage is
0.66 â reduced to 66 (obvious)
66 * 1.5 = 99 (lower than 100)
Because it currently affects all damage taken, this makes healing looking stronger than it should be (less damage taken, less healing required, obvious).
Fixing resilience will increase the healing required, but also make people more wary about how much damage they take and by that lower their own potential damage.
Now lets settle the heavy armor debate (and assuming loadout bonus damage is applied on the total damage to be worthwile considering)
1600 armor seems to be around 55% damage reduction
1000 armor is 50% damage reduction and âcan be achieved in medium armor weight
light armor maybe has around 700 points? that would be around 41% damage reduction according to the popular formular âarmor/(armor+1000)â (until 50% dropoff happens)
âAt first this could be close to the balance we could be looking for
55% reduction on 110% damage (heavy vs medium) = 49.5
50% reduction on 100% damage (medium vs heavy) = 50
55% reduction on 120% damage (heavy vs light) = 54
41% reduction on 100% damage (light vs heavy) = 59
50% reduction on 120% damage (medium vs light) = 60
41% recution on 110% damage (light vs medium) = 64.9
edit/correction: Still lighter loadouts are taking more damage than the heavier loadout, its not yet enough. Even if it was balanced, taking less damage means being easier to heal, so to achieve worthwhile balance, heavier loadouts need to deal lesser compared damage to the other weight classes.
The only question left open is âhow is resilience calculated onto critical strikes when it is applied correctlyâ
Not sure if kidding or serious? I had about 550 gs heavy ar and I was still eating 3k crits from a great axe in an outpost rush. Given that you canât even dodge at all (letâs be real) with heavy ar I donât know what you want? Now at 13k life with light ar and dodge the char is already way stronger than every heavy ar player can ever become so please stop talking bs.
Resilient is strong. Yes. A little nerf can be good. But donât nerf more.
Youâre not supposed to 2 shots an heavy armor with muskets / bow.
Elemental damage are good against them (if they donât have high elemental resist)
And youâre not supposed to 1V1 them (but you can), and you have to kite them. Just donât be like a tree in front of them.
Faction gear has a 50/50 split on armor and elemental resistance. It doesnt matter what kind of damage you deal against faction armor.
There is no nerf needed for resilience, just the fix to make it work like it is worded âreduces critical strike damageâ.
Also telling âyou are not to 1v1â is only partly correct.
If both players are dueling purely on DPS while having same attributes and weapons with the only difference being armor and loadout weight, it shouldnt statistically be the one wearing heavy armor to win vs lighter armor but instead rely on inputs done by both players.
Things like flat nerfs to heavy armor is how imbalances happen in the PvE side of the game though. The real issue is how PvE vs PvP damage works mitigation wise. If you alter heavy in any way it will highly impact how PvE works.
It is like with healing and dps also which take hits via PvP nerfs. This is why open world PvP in MMOâs has always been a problem, since you can basically instance the changes if you make it in a instanced enviroment where if you keep the balance towards open world it highly affects anything else you do in the world.
They have the best elemental protection too with heavy
So what happens when they nerf it? Isnât the PvP supposed to be âskill-basedâ as per Amazon Gamesâ own words? They nerf the PvP armor, and now the PvE players have a massive advantage since there is no stat equalization. Thatâs not skill-based PvP. Thatâs time-based.
Why would this provide any advantage to PVE players?
Resilient is working both in PVP and PVE because it is bugged.
Fixing it applies the correct values to PVP while severly increasing damage taken in PVE, making all solo players cry (well, MMO, find a group anyway).
Compensate by creating a new perk âreduces taken from monstersâ, or reduce monster damage instead?
Who knows.
This should not happen. Ever.
People got so bored that they legitimately left the point we were contesting for.
Edit: I suggest either changing the increased damage gained from light armor/medium armor to armor penetration, or completely reverting the change to armor made before CBT. If heavy armor had a weakness (as it did previously to elemental damage), this wouldnât be as big of an issue. Conversion gems would see more use, and your IG/FS users would serve more of a purpose as well.
This bug allows people not grinding PvE to have similar resistances to someone who is and has a high gear score. Obviously, the resistance is a bit high and should be looked into, but I think they need to do a little more than completely kill gear you get through factions. They need to up the 520 gear to 590 or something. You canât claim the PvP is skill-based and then force PvP players to grind PvE all day.
Fixing resilient isnt killing it.
It is making it serve its purpose: equipping it for PVP, while also addressing the healing seeming to be too strong.
PVP players dont need to.
Faction armor is best for them, legendary doesnt compete.
Yes, faction armor is the best for them because the Resilient perk and onyx gems are both bugged. The only other option is Voidbent which is insanely expensive and would take months of farming Outpost Rush to get.
Even after the fix it is supposed to still be best for them.
That is why there is resilience on it: to make it the best option for PVP.
Heavy armor should make you move really slow. Easy peasy.